Space X was a collaborative project between me and Martin Stillebauer where we both wanted to explore the possibilities within the Unity Engine. The prototype startet it's life as a "Zelda: Breath of the Wild" clone but soon evolved into a medieval japan inspired game where the player would be able to play as a ninja.
Features implemented or things I have learned in this Version:
- Save System (not working in the browser version)
- Testing an open world concept with the Unity Terrain tool
- The enemies have different view cones, for example: close-range/distant; over the shoulder "sixth sense"; peripheral. Depending on in what detection cone the Player stands, a different cone is used to calculate the detection of the player.